Sunday, May 19, 2019

Research about Computer Addiction Essay

Chapter 1THE worry AND ITS BACKGROUNDRationaleModernization of living has a great impact to one of us, specifically in the field of technology that introduces us to this, estimator age because of its many benefits that makes our lives better and helps us do unravel a lot better. One evidence is the excessive of use of data processors of some students, it gives us a express access to the world and is very beneficial to our studies like doing paper works and at the same time, entertainment. exclusively as electronic computers became more popular, some students overused it and become a bad leisure for them causing them to skip their classes, they could not concentrate, and they become irresponsible, they didnt do their school stuffs and obliviously overspending their allowance in paying a gaming computer unit and a bet. Lessen, find oneself and prevent computer addiction, are in the mind of the look intoers in conducting this psychoanalyze. line OF THE PROBLEMThe primary aim o f this study is to obtain relevant information in the involvement of the college freshmen students towards computer games. Specifically, it sought to answer the following questions1. What is the profile of the respondents in terms of the following factors?1.1 Amenability of hanging with computer1.2 Interest in computer gaming1.3 Awareness in the possible effects of too often exposure in computer games1.4 Self-control2. What are the most common factors which make involve them in computer games?2.1 Leisure time2.2 Hobby2.3 Friends3. What are the most pressing problems in their study habits as they go and play computer games in terms of the following?3.1 Time for studying3.2 Concentration3.3 motivation of learning4. What are their ways to balance their gaming habit and study habit if there is, in terms of the following?4.1 Time management4.2 Self-controlSIGNIFICANCE OF THE STUDYThe expected result if this research endeavor will benefit the followingStudents of Saint Marys University and its studentsAs vital information, results of the study will help make the students become aware of their involvement in computer games, and become pullulate their study habits and to concentrate more on their studies.Future researchersThe results of this study can serve as a baseline data for developing topics as well as creating ideas about their topics.SCOPE OF DELIMITATIONSThis study was conducted during the number one semester of the school year 2012-2013 to identify the factors that affect the involvement to computer game addiction of the Marian Freshmen students and to determine how it wouldaffect their study habits. Respondents of the study are limited to the college freshmen students of the eight departments of the University namely School of Accountancy, School humanistic discipline and sciences, School of Business, School of Education, School of Engineering and Architecture, School of Computing Science and Information Technology, School of prevalent Administration and Governance, and School of Health Sciences. There are ten randomly selected respondents of each of the eight departments.

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